Files
aibis-dream/Assets/Scripts/FixSystemNew/BodyModule/ClawMachineController.cs
T
2025-05-19 21:27:58 +08:00

203 lines
6.2 KiB
C#

using UnityEngine;
using DG.Tweening;
using System.Collections;
public class ClawMachineController : MonoBehaviour
{
[Header("组件引用")]
[SerializeField] private Transform topEdge; // 上边沿
[SerializeField] private Transform leftClaw; // 左爪
[SerializeField] private Transform rightClaw; // 右爪
[Header("移动参数")]
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float scaleSpeed = 2f;
[SerializeField] private float minScale = 0.8f; // 下降时的缩放比例
[Header("抓取参数")]
[SerializeField] private float grabOffset = 0.1f; // 抓取时的位置偏移
[SerializeField] private float clawExtendSpeed = 2f; // 爪子伸缩速度
[Header("测试")]
public Transform target;
private Vector3 initialPosition;
private Vector3 initialScale;
private Transform currentTarget;
private bool isGrabbing;
private bool isMoving;
private void Start()
{
initialPosition = transform.position;
initialScale = transform.localScale;
}
private void Update() {
if (Input.GetKeyDown(KeyCode.Space))
{
GrabTarget(target);
}
}
public void GrabTarget(Transform target)
{
if (isGrabbing || isMoving) return;
currentTarget = target;
StartCoroutine(GrabSequence());
}
private IEnumerator GrabSequence()
{
isGrabbing = true;
isMoving = true;
// 1. 移动到目标上方
Vector3 targetPos = currentTarget.position;
targetPos.x = transform.position.x;
yield return MoveToPosition(targetPos);
// 2. 调整位置和抓钩
yield return AdjustPositionAndClaws();
// 3. 下降
yield return Descend();
yield return new WaitForSeconds(0.5f);
// 4. 再次调整抓钩
yield return AdjustClawsForGrab();
// 5. 抓取目标
currentTarget.SetParent(transform);
yield return new WaitForSeconds(0.5f);
// 6. 上升
yield return Ascend();
yield return new WaitForSeconds(0.5f);
// 7. 返回初始位置
yield return ReturnToInitialPosition();
isGrabbing = false;
isMoving = false;
}
private IEnumerator MoveToPosition(Vector3 targetPos)
{
if (currentTarget == null) yield break;
SpriteRenderer targetSprite = currentTarget.GetComponent<SpriteRenderer>();
if (targetSprite == null) yield break;
float targetLeft = targetSprite.bounds.min.x;
float targetRight = targetSprite.bounds.max.x;
targetPos.x=(targetLeft+targetRight)/2;
float distance = Vector3.Distance(transform.position, targetPos);
float duration = distance / moveSpeed;
transform.DOMove(targetPos, duration).SetEase(Ease.Linear);
yield return new WaitForSeconds(duration);
}
private IEnumerator AdjustPositionAndClaws()
{
if (currentTarget == null) yield break;
SpriteRenderer targetSprite = currentTarget.GetComponent<SpriteRenderer>();
if (targetSprite == null) yield break;
// 计算目标边界
float targetTop = targetSprite.bounds.max.y;
float targetLeft = targetSprite.bounds.min.x;
float topOffset = targetTop - topEdge.position.y + 0.5f; // 确保上边沿高于目标
float leftOffset = leftClaw.position.x -(targetLeft-0.5f); // 确保左爪超出目标左边界
// 调整位置
Vector3 newPos = transform.position;
newPos.y += topOffset;
yield return MoveToPosition(newPos);
// 调整爪子位置
float extendAmount=leftOffset;
yield return ExtendClaws(extendAmount);
}
private IEnumerator Descend()
{
Vector3 targetScale = initialScale * minScale;
float duration = (initialScale.x - targetScale.x) / scaleSpeed;
transform.DOScale(targetScale, duration).SetEase(Ease.Linear);
yield return new WaitForSeconds(duration);
}
private IEnumerator AdjustClawsForGrab()
{
if (currentTarget == null) yield break;
SpriteRenderer targetSprite = currentTarget.GetComponent<SpriteRenderer>();
if (targetSprite == null) yield break;
// 计算目标边界
float targetTop = targetSprite.bounds.max.y;
float targetLeft = targetSprite.bounds.min.x;
// float topOffset = targetTop - topEdge.position.y + grabOffset; // 确保上边沿高于目标
float leftOffset = leftClaw.position.x -(targetLeft-grabOffset); // 确保左爪超出目标左边界
// 调整位置
// Vector3 newPos = transform.position;
// newPos.y += topOffset;
// yield return MoveToPosition(newPos);
// 调整爪子位置
float extendAmount=leftOffset;
yield return ExtendClaws(extendAmount);
}
private IEnumerator ExtendClaws(float amount)
{
Vector3 leftTarget = leftClaw.localPosition;
Vector3 rightTarget = rightClaw.localPosition;
leftTarget.x -= amount;
rightTarget.x += amount;
float duration = Mathf.Abs(amount) / clawExtendSpeed;
leftClaw.DOLocalMove(leftTarget, duration).SetEase(Ease.Linear);
rightClaw.DOLocalMove(rightTarget, duration).SetEase(Ease.Linear);
yield return new WaitForSeconds(duration);
}
private IEnumerator Ascend()
{
float duration = (initialScale.x - transform.localScale.x) / scaleSpeed;
transform.DOScale(initialScale, duration).SetEase(Ease.Linear);
yield return new WaitForSeconds(duration);
}
private IEnumerator ReturnToInitialPosition()
{
// 先回到初始Y位置
Vector3 targetPos = transform.position;
targetPos.y = initialPosition.y;
yield return MoveToPosition(targetPos);
// 再回到初始X位置
targetPos.x = initialPosition.x;
yield return MoveToPosition(targetPos);
}
}